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I have seen many green cards and some artifacts that do this, but nothing in Red, Blue, Black or White.

Are there any?

Note: By "Mana Ramp" I mean a card that generates mana, or one that lets you play more than one land per turn. The end result, for example, would be on turn 4, playing a white only deck, I could tap more than 4 mana. (Normally you only get one land per turn so a max of 4 mana on turn 4.)

Just a quick one, because I love it; gatherer.wizards.com/Pages/Card/… Crypt Ghast has the ability: Whenever you tap a Swamp for mana, add 1 black mana to your mana pool (in addition to the mana the land produces). Effectively doubles your mana each turn in a monoblack deck :)
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CLockeWorkJul 31 '13 at 10:16

3 Answers
3

Mana acceleration is considered to be in green's part of the "color pie," with the exception of the occasional black card, and a little bit of a fast-mana theme in red (formerly black). Blue and white occasionally get ways to cheat on mana a bit, but only when they're tied into some other element of those colors.

This answer has discussion tailored to Commander, which also applies pretty well to other casual and multiplayer decks.

In competitive terms, the most relevant cards are:

Dark Ritual is the classic mana acceleration card, in black. It's still an influential card in Legacy.

High Tide features in Legacy blue decks. The trick with this is to take one "big turn" where you develop tons of mana by playing cards that untap your lands, like Time Spiral and Candelabra of Tawnos.

Mana ramp is definitely a very green thing; it's a natural effect for the color of life and growth (among other things). This is a great example of the color pie at work: there are just some things that not all the colors can do. But there are some cards outside green (and artifacts) that help produce mana.

In other colors, mana producing abilities are often more conditional - maybe it's a one-time effect, or maybe you have to pay something else to get it.

White has very little ramp of its own; the effects it does have relating to mana are generally dependent on you controlling fewer lands than your opponent, and most of those put land in your hand, rather than on the field (which is not ramp). Examples: Land Tax, Kor Cartographer, Knight of the White Orchid, Oath of Lieges.

Blue also has very little. Dreamscape Artist is a spellshaper that knows a color-shifted version of Harrow, there's the infamous High Tide, and most (all?) of the "free mana" cards from Urza block are blue, such as Palinchron. Don't forget twiddling effects that can hit lands, like Turnabout!

Note that the black ramp tends to be more about getting you from a decent amount of mana to tons of mana. The permanent spells you listed cost 4 and up, and Cabal Coffers needs four swamps to come out in your favor. The things that can get you going earlier are one-offs, rituals and some sacrifice for mana type stuff.
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JefromiNov 21 '13 at 2:54

@Jefromi, True. Of course, if one of the lands in play is Urborg, Tomb of Yawgmoth, then Coffers counts itself, too =)
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Brian SNov 21 '13 at 5:16